Register - Login
Views: 91518449
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-28-18 02:19:59 AM

Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
PIGEON1qwerty
Newcomer
Level: 6


Posts: 4/7
EXP: 897
For next: 10

Since: 12-21-11

From: England

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 12-23-11 05:46:57 AM (last edited by PIGEON1qwerty at 12-23-11 05:49 AM) Link | Quote
I don't know if this has already been asked, so I'll ask it now. When I try and load a ROM into the program, it comes up with this message:
https://7823238168607341829-a-1802744773732722657-s-sites.googlegroups.com/site/pigeon1qwerty/home/pictures/.objROMimportfail!.bmp?attachauth=ANoY7cr7MoqzsdKB48FBQ9MWscHpjUz_GPG8dkeVqoCAQHBmcRcGOTTtnzPBE7Fvj1AOaj3uptNCBSwDPgIfrQK0DSccpIXv9c11lQ1tXSXrM7ep7XFLxFDJEDxyaQ_JmoW3REbTwuqePt_4B_DCFvaziPhvr5SiH41IoGHUJe_lhEM8ryZM5vKGiUZCT_nmBoTuTeqLF6ck3boPIOPzgiYSK8WNlUyAHKDW6ppQcq7tBsNrSUoW2vY%3D&attredirects=0

Help anyone? It is a freshly extended ROM, if that helps.

EDIT:
Sorry for long image URL...
John2k4
490
Bubble Bobble
Level: 46


Posts: 452/499
EXP: 700442
For next: 11332

Since: 08-05-07

From: Arizona

Since last post: 4.0 years
Last activity: 3.0 years

Posted on 12-23-11 11:54:10 AM Link | Quote
Are you using the latest version ROM extender?

Before extending the ROM, are you 100% sure it is a good ROM?
PIGEON1qwerty
Newcomer
Level: 6


Posts: 5/7
EXP: 897
For next: 10

Since: 12-21-11

From: England

Since last post: 6.0 years
Last activity: 5.0 years

Posted on 12-23-11 01:45:18 PM (last edited by PIGEON1qwerty at 12-24-11 09:44 AM) Link | Quote
Originally posted by John2k4
Are you using the latest version ROM extender?

Before extending the ROM, are you 100% sure it is a good ROM?

Well, the ROM works in Toad's Tool, and in Project 64. I'll try getting a new ROM and extender though.

EDIT:
It happened again, with a new ROM and a redownloaded extender!

EDIT EDIT:
I found messiaen's website, and I have solved the problem!
Celux

Red Cheep-cheep
Level: 31


Posts: 126/202
EXP: 170699
For next: 14664

Since: 09-21-08


Since last post: 3.0 years
Last activity: 54 days

Posted on 01-22-12 02:50:17 AM Link | Quote
I made a simple program for replacing non-level models, download it here: http://www.youtube.com/watch?v=dLxwZ1g81ho
messiaen
Catgirl
Level: 65


Posts: 1039/1085
EXP: 2215103
For next: 120525

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 01-22-12 06:41:42 AM Link | Quote
That is interesting, I never finished some feature like this because I didn't want to replace models but rather add them more freely into new object banks, however this will be useful for people making hacks.

I suggest using C# and WinForms to make a simple graphical interface.
Vinnyboiler
Catgirl
Level: 63


Posts: 880/1028
EXP: 2032986
For next: 64166

Since: 12-27-07

From: London, England

Since last post: 326 days
Last activity: 78 days

Posted on 01-22-12 08:40:01 AM Link | Quote
Originally posted by Celux
I made a simple program for replacing non-level models, download it here: http://www.youtube.com/watch?v=dLxwZ1g81ho


I've just been testing it now (The program is awesome by the way, I'm really grateful to you for making it),

(Right is how it looks in my modelling program and left is how it comes out in-game)

I have limited my model to two 32*32 textures as per instructions in your model importer, though I don't think I can limit the textures any more than that. I don't suppose their is another way to overcome this?

(Though looking at the SM64 in game model, it seems that the game confused the green texture for two different textures. Maybe it's an error in Sketchup?)
messiaen
Catgirl
Level: 65


Posts: 1040/1085
EXP: 2215103
For next: 120525

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 01-22-12 01:42:57 PM Link | Quote
Just curious, why the restriction on texture size if you are using the level importer itself to do the importing work?

Also, to add support for alpha textures just import also the second display list, which deals with alpha textures. You may have to construct a new geo layout for the imported object, but that should be easy.
Celux

Red Cheep-cheep
Level: 31


Posts: 127/202
EXP: 170699
For next: 14664

Since: 09-21-08


Since last post: 3.0 years
Last activity: 54 days

Posted on 01-22-12 06:45:11 PM Link | Quote
Originally posted by vinnyboiler
Originally posted by Celux
I made a simple program for replacing non-level models, download it here: http://www.youtube.com/watch?v=dLxwZ1g81ho


I've just been testing it now (The program is awesome by the way, I'm really grateful to you for making it),
*snip*
(Right is how it looks in my modelling program and left is how it comes out in-game)

I have limited my model to two 32*32 textures as per instructions in your model importer, though I don't think I can limit the textures any more than that. I don't suppose their is another way to overcome this?

(Though looking at the SM64 in game model, it seems that the game confused the green texture for two different textures. Maybe it's an error in Sketchup?)


I have not yet told the importer how to handle anything other than 32x32 textures, so when copying a 64x32 texture, it gets all the sizes and locations wrong. I intend to fix this at some point.

Not using the textures from MTL file in the A/ and B/ category causes problems. You will find that if you enter another level, Mario's head textures will change.

Messiaen, the reason I am not automatically altering behavior scripts (for collision) and geo layouts is so the user can manually do it themselves, changing the behaviors and layouts without it being wrecked every time they re-import.
captnobvious
Random nobody
Level: 6


Posts: 2/5
EXP: 537
For next: 370

Since: 01-24-12


Since last post: 6.0 years
Last activity: 5.0 years

Posted on 01-24-12 11:02:17 PM Link | Quote
Originally posted by Celux
I made a simple program for replacing non-level models, download it here: http://www.youtube.com/watch?v=dLxwZ1g81ho

Wow, very interesting, it's very easy to use and it works fine. I'd suggest an option to replace a certain texture with a solid colour if the texture limit couldn't be increased.
messiaen
Catgirl
Level: 65


Posts: 1041/1085
EXP: 2215103
For next: 120525

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 01-25-12 02:05:07 AM Link | Quote
I have some time in my hands this week, I'll see if I can try adding object importing into the importer, since that's perhaps the greatest missing feature (besides area support, which actually may be possible even taking in account TT64 limitations if the user uses a second ROM to make the areas as separated levels).

I'm thinking of using a very different approach for custom objects. The idea is to have a manager in the interface, sort like the custom music feature. The user imports the objects and later selects from the Object Bank interface which ones will get in the level. The trick here is to avoid banks altogether and instead import objects/layouts/behaviors in a shared area in RAM, so they are available in all levels. One problem is assigning them a valid Model ID, I guess I'll have to make a list to find empty spots according to the banks used.

Also, how well the 3D preview is working? Sometimes the program just uses all CPU power for me and gets unresponsible (on some .obj files), does that happens for you guys too?
KDJewl
Member
Level: 16


Posts: 44/47
EXP: 17285
For next: 2971

Since: 07-11-10

From: Elnora, AB

Since last post: 6.0 years
Last activity: 6.0 years

Posted on 01-25-12 09:44:11 AM Link | Quote
Its great to see that your still working on the importer, messiaen. Alot of people look towards you and the others for inspiration, myself included! As for the 3D preview, I find it works excellent, even on my slow laptop. The few times that I have actually needed to use it, its worked wonders for me.
messiaen
Catgirl
Level: 65


Posts: 1042/1085
EXP: 2215103
For next: 120525

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 01-25-12 07:00:46 PM (last edited by messiaen at 01-25-12 10:05 PM) Link | Quote
I don't promise anything, since this feature is very complex to implement properly and will require major changes in the importer. Also, I need to take in account TT64 limitations, which will limit a bit my choices.

I get problems with the 3D preview all the time with a few specific .obj files, I wonder why nobody else reported this problem yet.

Edit: just added something minor but still useful: water box preview. You can move it inside the 3D preview, so no need to get coordinates from TT64.

Edit2: That's odd, when running the 3D preview inside Visual C++ Irrlicht uses the Intel HD Graphic Adapter of my Notebook and Open GL 2.1 and that runs fine. When launched from the importer, it uses GeForte GT 325 using OpenGL 3.3 and it gets horribly slow. I'll see if updating drivers makes a difference, but I guess I should also test using DirectX as renderer, too bad I didn't compile it into the Irrlicht DLL because I didn't want to install the DirectX just for this. Unless someone complains about it, I'll probably won't add it for now.
KDJewl
Member
Level: 16


Posts: 45/47
EXP: 17285
For next: 2971

Since: 07-11-10

From: Elnora, AB

Since last post: 6.0 years
Last activity: 6.0 years

Posted on 01-25-12 10:20:26 PM Link | Quote
Even if the model importing doesn't get implemented into your importer, its still great as a stand-alone tool. Just out of curiosity, are the objects that are currently replacable the "only" objects that are able to be replaced, or could more possibly be added? I recall Celux using a carrot over the coin model, but (unless I'm blind) the coin isn't replacable in the importer...
Kenshi
Member
Level: 20


Posts: 58/75
EXP: 40600
For next: 1839

Since: 09-15-07

From: NY

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 01-26-12 10:36:28 AM Link | Quote
Originally posted by messiaen
I don't promise anything, since this feature is very complex to implement properly and will require major changes in the importer. Also, I need to take in account TT64 limitations, which will limit a bit my choices.

I get problems with the 3D preview all the time with a few specific .obj files, I wonder why nobody else reported this problem yet.

Edit: just added something minor but still useful: water box preview. You can move it inside the 3D preview, so no need to get coordinates from TT64.

Edit2: That's odd, when running the 3D preview inside Visual C++ Irrlicht uses the Intel HD Graphic Adapter of my Notebook and Open GL 2.1 and that runs fine. When launched from the importer, it uses GeForte GT 325 using OpenGL 3.3 and it gets horribly slow. I'll see if updating drivers makes a difference, but I guess I should also test using DirectX as renderer, too bad I didn't compile it into the Irrlicht DLL because I didn't want to install the DirectX just for this. Unless someone complains about it, I'll probably won't add it for now.


I've seen you mention it a couple times and I'm unsure of what you mean by it. Are you building your program based off Toad's Tool? And by that I mean if there a limitations of that program in terms of what it can read in a level, you are limiting your program to that number as well in order to make sure the model is still useable in TT64?

Also I'm thinking of starting a full fledge hack now with a couple people anyone interested feel free to PM me.

I'm sure this was asked before but what are some of the best free 3D programs that export to OBJ & what should I make sure to do when exporting models? I remember initially if you did a wall a certain way on sketchup the collision wouldn't match up under your importer I think, and triangle issues with textures?

Thanks In Advance.
messiaen
Catgirl
Level: 65


Posts: 1043/1085
EXP: 2215103
For next: 120525

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 01-26-12 12:32:50 PM Link | Quote
TT64 needs to be able to read the ROM properly. It's flexible enough for most of our needs, however when hacking a game extensively, many changes to the game engine are done to obtain more flexibility, so I have to take in account what kind of modifications will be compatible with TT64.

SketchUp seems to be what everyone is using, since its so easy. Celux has reported that using the native .OBJ Exporter (only in Pro Version) works much better than the free plugin I link on my page.
Kenshi
Member
Level: 20


Posts: 59/75
EXP: 40600
For next: 1839

Since: 09-15-07

From: NY

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 01-26-12 03:38:56 PM (last edited by Kenshi at 01-26-12 03:46 PM) Link | Quote
Originally posted by messiaen
TT64 needs to be able to read the ROM properly. It's flexible enough for most of our needs, however when hacking a game extensively, many changes to the game engine are done to obtain more flexibility, so I have to take in account what kind of modifications will be compatible with TT64.

SketchUp seems to be what everyone is using, since its so easy. Celux has reported that using the native .OBJ Exporter (only in Pro Version) works much better than the free plugin I link on my page.


Ah I see, so after importing the model, you guys use TT64 to do the rest of the work.


What about with textures, not sure how that works in regards to your importer and I know TT64 there was a file that needed to be deleted before, That still the case? Sorry for the like basic questions but I've been out of hacking SM64 for quite awhile, and I don't currently own a windows so I haven't used any of your programs.

We can take this to PMs if you like but I think having these questions answered in the open can benefit others as well. I'll put together a nice document too!

messiaen
Catgirl
Level: 65


Posts: 1044/1085
EXP: 2215103
For next: 120525

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 01-26-12 04:04:32 PM Link | Quote
I don't check PMs and often take long hiatus from the forum, so its better to post here.

There's no need delete anything, TT64 now decodes stuff on the fly. However, there are a few limitations: in largar levels TT64 displays just part of the level (in that case, you'll need to use the collision to guide you) and very often textures don't show up correctly. Everything works fine in-game though.

The importer page has a mini FAQ, but it's very far from complete.
Ragin
User
Level: 11


Posts: 11/23
EXP: 5428
For next: 557

Since: 10-09-11


Since last post: 4.0 years
Last activity: 4.0 years

Posted on 01-27-12 07:47:26 PM Link | Quote
Since you asked:

About 40% of my models are displayed correctly in the 3D-viewer of the importer, the others are displayed without textures, or, in one case, cause the application to crash.
However, my levels commonly reach 6000 polygons, maybe that's an issue. Speed is not a problem though, if it works, it runs smoothly.

I also noticed that the "ignore maximum triangle count" does not work for me, even if I check it, the Importer will not import them. It says that importing was succesfull, but testing shows that the level-model remained the last version I imported with less than 6500 polygons. The models only had slightly more than 6500 polys, between 6500 and 7000.
messiaen
Catgirl
Level: 65


Posts: 1045/1085
EXP: 2215103
For next: 120525

Since: 11-20-07


Since last post: 4.0 years
Last activity: 3.0 years

Posted on 01-27-12 08:54:12 PM Link | Quote
Send me the .mtl file of one of those models whose textures don't show up.

After thinking many alternatives, I have decided how to implement the custom objects. There will be custom object banks, holding up to 50 objects, so there's room to import PLENTY of stuff.

There will be a polygon limit for imported objects, maybe 150 or even lower, as more complex solid objects tend to slow the game. A simple "solid" behavior script will be generated automatically, but I will include a few simple presets for less experienced users (rotating, breakable, floating, etc).

That's the plan .
Ragin
User
Level: 11


Posts: 12/23
EXP: 5428
For next: 557

Since: 10-09-11


Since last post: 4.0 years
Last activity: 4.0 years

Posted on 01-28-12 07:59:49 AM Link | Quote
Sounds asolutely amazing. =)

Here is a mtl of a model causing trouble in the Preview:

http://www.mediafire.com/file/11q8ii83i44iei6/Der ewige Berg.mtl
Pages: 1 2 3 4 5 6 7 8 9 10 ... 46 47 48 49 50 51 52 53 54 55Next newer thread | Next older thread
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

33 database queries, 11 query cache hits.
Query execution time: 0.204288 seconds
Script execution time: 0.032117 seconds
Total render time: 0.236405 seconds
Memory used: 1310720